Archive for the ‘Warhammer 40k’ Category

Blood Angels Codex for Pre-heresy Armies

After having a good look at the blood angels, I am tempted to use the rules for a bezerker army. Then how do I find rules for my thousand sons characters and troops? Well I have been seeing quite a few pre-heresy armies using the blood angels rules already but as I want to include some other cult troops I am thinking of using the rules for an inquisitor and retinue as a pre-heresy option for the army to field my Thousand Sons Sorceror with his retinue or I could always just field my thousand sons troops as normal tactical squads, but that wouldn’t be as much fun.

I am more tempted by using my thousand sons terminators as grey knights, with the squads flame weapon basically being the equivalent of a psychic power on normal tzeentch aspiring champions in a squad. But with scuttlebutt being one of the chaos forces is to see some attention soon (in the next year or so) after the Inquisition forces, so I may just finish off my huge standard marine army and update my genestealer cult force to work within the latest ruleset better.

After seeing some Blood Angel Chaplain Dreads from Forgeworld I am thinking I should put together a heavy flamer dread with the redeemer flame cannon arm and leave it as a counts as weapon until future rules updates allow for it in a normal army.

With the release of the new Imperial Armour Apocalypse 2 I will have to check it out and see if I can find some interesting units to add to my collection for any big battles I play in the future.

Now that I have had a quick game or two with the BA book, I am thinking running my pre-heresy thousand sons as BA is a great option as the ability to take librarian dreads and powerful psykers along with dead hard troopers can make for some interesting games. The plan was to use the death company as a counts as chosen unit. Simply leaving out some options from the list in my pre-heresy army will allow me to run it in a way that doesn’t become too far off from the history of the Thousand Sons.

Tempted by the Blood Angels rules…

After having a good look at the blood angels, I am tempted to use the rules for a bezerker army. So how do I find rules for my thousand sons characters and troops? Well I have been seeing quite a few pre-heresy armies using the blood angels rules already but as I want to include some other cult troops I am thinking of using the rules for an inquisitor and retinue as a pre-heresy option. I could always just field my thousand sons troops as normal tactical squads, but that wouldn’t be as much fun. I am more tempted by using my thousand sons terminators as grey knights, with the squads flame weapon basically being the equivalent of a psychic power on normal tzeentch aspiring champions in a squad. But with scuttlebutt being one of the chaos forces is to see some attention soon (in the next year or so) so I may just finish off my huge standard marine army and update my genestealer cult force to work within the latest ruleset better.

The new Twilight Marine codex is almost upon us!

So we have all heard about the new lander for the Twilight Marines, and let’s face it, wether it is the Tantalus or the Stormraven it matters little. It is going to be a nice looking space marine vehicle which considering it’s armaments is going to be very popular. Okay, so my marines can’t take them. Say hello to apocalypse and a custom datasheet for a drop pod force with landers instead of pods. Now to save up to have enough to field a force of them!

Anyone else planning on getting the new miniatures to just paint, for parts or for adding to their armies as counts as or even apocalypse only units? I am pretty much in all those camps at the moment! If the descriptions are anything to go by, I will be getting boxes to add bits to my rather huge marine collection and to add to my bits box for future conversions…

New Nids and new Marines

With the new tyranid release, the pending blood angels release and all the associated new models I am seriously considering cracking open the old genestealer cult army I have and giving it a makeover along with picking up some plastic veteran pieces and some deathwatch items to add some tyranid hunting units to my force. Using the bell of lost souls genestealer cult homebrew rules could be good, but I am tempted to go down the tyranid codex path and build upon my cult invasion force idea. Well I have the patriarch and magus along with hybrids and a whole host of genestealers. I can find similar unit types in the codex, and for carnifex and other huge creatures I have been thinking about the inquisitor scale purestrain genestealer as a basis. It would certainly keep in the feel of a cult invasion force of genestealers!

So what to do for the marines I have? Well until proper deathwatch rules come out again I was going to include a unit of deathwatch and simply use the sternguard veteran rules for them as they seem to be the closest to the rules they used to use. The other thing would be to add some more artillery on the form of a whirlwind or two or perhaps even a vindicator. But for my army I think I would add in a librarian to give me some chance of stopping tyranid powers and having some of my own to enhance my troops with.
My force will need more transports to cope with the new speed of the game, so rhinos look like the best bet. But I am being tempted by a reserve force of a couple of squads in razorbacks supported by a predator.

It may be time to revisit my old marine models once I get a couple of the new blood angel sprues to update the jump packs of my assault troops. (old metal jump packs don’t make for stable miniatures!)

Anyone got any ideas?

Idea for a new Space Wolf army

After having a read through the new space wolf codex, I am thinking of getting together an army of units that will be fun to convert and paint. Hopefully it won’t be too rubbish on the tabletop either!

My thoughts are getting a strong yet functional force broken into two parts, much like a hammer and anvil build.

Canis Wolfborn and a unit of Thunderwolf cavalry along with a unit of fenrisian wolves supported by a landspeeder squadron as an outflanking or assault element.

The other force component would be a couple of squads of grey hunters, one of wolf guard, a dread or two, a unit of long fangs and a Rune priest. Additions would be some transports for the squads or some more artillery either being more long fangs or vindicators or whirlwinds. More so whirlwinds as the vindicator might be pushing templates too close to the assault elements!

A lone wolf would be nice to use to harass the enemy or make units disengage form the main attack to deal with him.

The thunderwolf cavalry are going to be mounted on converted juggernaughts of khorne, (unless the models are out quickly) which means I get scary looking models leading the charge!

I just see this force lacking in heavy firepower, and lacking long range armor busting abilities. Perhaps it is facing guard armies that make me think of how much I need to break armor! I can see this army is going to struggle against a deathwing army, or a heavy mech list. But once in close, I don’t see it being any problem at all.

The additional options would be to include a Wolf Lord with a saga that helps to bolster the grey hunter squads whilst they fight, but I see a psychic attack option being better for the force as a whole.

Once I get a chance to write it up, I will post it (without values of course)

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